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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of Penumbra Overture.
*/
#ifndef GAME_GAME_ITEM_TYPE_H
#define GAME_GAME_ITEM_TYPE_H
#include "hpl1/engine/engine.h"
using namespace hpl;
#include "hpl1/penumbra-overture/GameTypes.h"
#include "hpl1/penumbra-overture/PlayerHelper.h"
class cInit;
class cInventoryItem;
class iGameEntity;
class cGameItem;
//----------------------------------------------
class cGameItemType {
public:
cGameItemType(cInit *apInit);
virtual ~cGameItemType();
tWStringVec *GetActions(bool mbCanBeDropped) {
if (mbCanBeDropped)
return &mvActions;
else
return &mvNonDropActions;
}
virtual bool OnPickUp(cInventoryItem *apItem, bool abInGame) { return true; }
virtual bool OnAction(cInventoryItem *apItem, int alActionNum) { return true; }
virtual void OnUse(cInventoryItem *apItem, iGameEntity *apEntity) {}
virtual tString GetShortCutAction(cInventoryItem *apItem) { return ""; }
virtual tWString GetString(cInventoryItem *apItem) { return _W(""); }
protected:
cInit *mpInit;
tWStringVec mvActions;
tWStringVec mvNonDropActions;
};
//----------------------------------------------
// NORMAL
class cGameItemType_Normal : public cGameItemType {
public:
cGameItemType_Normal(cInit *apInit);
bool OnAction(cInventoryItem *apItem, int alActionNum);
void OnUse(cInventoryItem *apItem, iGameEntity *apEntity);
};
//----------------------------------------------
// NOTEBOOK
class cGameItemType_Notebook : public cGameItemType {
public:
cGameItemType_Notebook(cInit *apInit);
bool OnPickUp(cInventoryItem *apItem, bool abInGame);
bool OnAction(cInventoryItem *apItem, int alActionNum);
tString GetShortCutAction(cInventoryItem *apItem) { return "NoteBook"; }
};
//----------------------------------------------
// NOTE
class cGameItemType_Note : public cGameItemType {
public:
cGameItemType_Note(cInit *apInit);
bool OnPickUp(cInventoryItem *apItem, bool abInGame);
};
//----------------------------------------------
// BATTERY
class cGameItemType_Battery : public cGameItemType {
public:
cGameItemType_Battery(cInit *apInit);
bool OnPickUp(cInventoryItem *apItem, bool abInGame);
};
//----------------------------------------------
// FLASHLIGHT
class cGameItemType_Flashlight : public cGameItemType {
public:
cGameItemType_Flashlight(cInit *apInit);
bool OnAction(cInventoryItem *apItem, int alActionNum);
tWString GetString(cInventoryItem *apItem);
tString GetShortCutAction(cInventoryItem *apItem) { return "Flashlight"; }
};
//----------------------------------------------
// WEAPON MELEE
class cGameItemType_WeaponMelee : public cGameItemType {
public:
cGameItemType_WeaponMelee(cInit *apInit);
bool OnAction(cInventoryItem *apItem, int alActionNum);
};
//----------------------------------------------
// THROW
class cGameItemType_Throw : public cGameItemType {
public:
cGameItemType_Throw(cInit *apInit);
bool OnAction(cInventoryItem *apItem, int alActionNum);
};
//----------------------------------------------
// GLOW STICK
class cGameItemType_GlowStick : public cGameItemType {
public:
cGameItemType_GlowStick(cInit *apInit);
bool OnAction(cInventoryItem *apItem, int alActionNum);
tWString GetString(cInventoryItem *apItem);
tString GetShortCutAction(cInventoryItem *apItem) { return "GlowStick"; }
};
//----------------------------------------------
// FLARE
class cGameItemType_Flare : public cGameItemType {
public:
cGameItemType_Flare(cInit *apInit);
bool OnAction(cInventoryItem *apItem, int alActionNum);
};
//----------------------------------------------
// PAINKILLERS
class cGameItemType_Painkillers : public cGameItemType {
public:
cGameItemType_Painkillers(cInit *apInit);
bool OnAction(cInventoryItem *apItem, int alActionNum);
};
//----------------------------------------------
#endif // GAME_GAME_ITEM_TYPE_H
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